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Dayle Flowers

Game Programmer

Studio Head / Executive Producer at Hi-Rez Studios

Cumming, Georgia

Dayle Flowers's Work Experience

X Factory

Game Programmer

September 2003 to December 2004

Atlanta, GA

Mahdavi Toys

Contracted Programmer

November 2002 to April 2003

Hi-Rez Studios

Studio Head / Executive Producer

Alpharetta, GA

Dayle Flowers's Education

Southern Polytechnic State University

Bachelors, Computer Science

2002 to 2006

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Dayle Flowers's Estimated Salary Range

About Dayle Flowers's Current Company

X Factory

Using purchased technology created fragments of games and developed a website from the ground up. Working hard to develop features in impossible timelines, only fragments of a game could be developed before time ran out and we lost the contract. These fragments included collision reactions and a poker game. The collision reactions were for a futuristic motorcycle...

Frequently Asked Questions about Dayle Flowers

What company does Dayle Flowers work for?

Dayle Flowers works for X Factory

What is Dayle Flowers's role at X Factory?

Dayle Flowers is Game Programmer

What is Dayle Flowers's personal email address?

Dayle Flowers's personal email addresses are x****[email protected], x****[email protected], and d****[email protected]

What is Dayle Flowers's business email address?

Dayle Flowers's business email address is d*****

What is Dayle Flowers's Phone Number?

Dayle Flowers's phone (404) ***-*381

What industry does Dayle Flowers work in?

Dayle Flowers works in the Computer Games industry.

Who are Dayle Flowers's colleagues?

Dayle Flowers's colleagues are Scarlet PHR, Scott Lussier, Brian Grayson, Véronique Lallier, Kipp Ramsey, Rob Martin, Mike Sawicki, Ena Miranda, Aaron Pugh, and Garrett Martini

About Dayle Flowers

📖 Summary

Game Programmer @ X Factory Using purchased technology created fragments of games and developed a website from the ground up. Working hard to develop features in impossible timelines, only fragments of a game could be developed before time ran out and we lost the contract. These fragments included collision reactions and a poker game. The collision reactions were for a futuristic motorcycle racing game with gravity reactions on each tire as well as front and rear tire to wall collisions, entirely in C++ using the Gamebryo Engine. The poker game was developed in Macromedia Director using their Lingo scripting language. The website was a new portal for the company with an entirely new style and fresh content. From September 2003 to December 2004 (1 year 4 months) Atlanta, GAContracted Programmer @ Mahdavi Toys Working with one other programmer, designed and developed tools to aid artists and other programmers in the development of a Real Time Strategy title. The most developed tool was a 2D isometric map editor written in C++ using Visual Studio 6 and OpenGL. The major features of the map editor were click-and- drag editing, a real time minimap, and tile sets. The click-and-drag system within the editor allows for large areas to be filled in in a minimal amount of time. The real time minimap allowed for users to get an overview of how the map looks from a distance to allow for an understanding of how the map would play out. There was also a draggable box that denoted the area of the map the user was currently editing. The best feature of the map editor was the tile set features because they allowed the user to define tile groups that could be randomized when placed and which tile groups should be placed around the placed tile to transition to other types of terrain. From November 2002 to April 2003 (6 months) Studio Head / Executive Producer @ Hi-Rez Studios Oversee all aspects of Evil Mojo Games, currently focused on our flagship game, Paladins. Alpharetta, GATechnical Director @ Hi-Rez Studios Lead a small team of programmers working within a medium sized team on Jetpack Fighter(Unity targeting iOS/Android); a medium sized team of programmers within a large team on Paladins(UE3 targeting PC/Xbox One/PS4); and served as the Technical Director on Smite(UE3 targeting PC/Xbox One/PS4/Switch) overseeing programming, QA, and the production staff. Required communicating across disciplines, which was a strong, but underutilized skill with previous companies. Continually coordinated with project leads helping make key decisions to keep all aspects of the project moving along in the desired direction. Particularly drove to improve the company’s cross platform development practices, including driving the refactoring of our UI and menu input systems to better support mouse/keyboard and gamepad input from a single unified user interface. After a brief stint working on the core technology team, I was pulled over to be the Technical Director on the company's biggest financial success to date, Smite. From August 2014 to January 2019 (4 years 6 months) Alpharetta, GASenior Software Engineer iOS @ The Weather Channel Lead a small team of programmers on an unannounced project. Developed a cross platform C++ weather rendering library for both iOS and Android. Consistently swapped between iOS (Swift and Objective-C) and Android (Java and JNI) focused development to keep both platforms in sync. From September 2015 to March 2016 (7 months) Atlanta, GAOwner and Technical Director @ Greater Good Games Greater Good Games is a charitable indie game development studio raising funds for good causes through our passion for developing "casual games for gamers". We have developed and released our first title, Break Blocks, for both Windows and Mac using a proprietary engine I programmed from scratch in C++ utilizing OpenGL, OpenAL, and Winsock/BSD Sockets. We then ported the engine and game over to iOS using a minimal Objective-C wrapper. We have also released our second game called It Hungers for iOS, Android, and Web using Unity. We are currently developing a Cocos2d-x based multiplayer action game targeted at Windows, Mac, Linux, and consoles, currently code named SL'UP, which is entirely using C++. From June 2009 to August 2014 (5 years 3 months) Acworth, GASenior Software Engineer @ Metamoki, Inc. Worked in Unity 3 and 4 on company's largest title, Fruit Pop, as well as their newest product, Battle Age: War of Kingdoms. On Fruit Pop, integrated new monetization and virality features, updated game to Unity 4 and latest version of all plugins, improved UI flow, and fixed a slew of bugs along the way. On Battle Age, amongst many smaller tasks, headed up adding singleplayer to this multiplayer centric game, based on a fleshed out design document. From July 2013 to June 2014 (1 year) San Francisco Bay AreaTech Lead @ Zimmdot, LLC Worked on various projects utilizing Visual Studio 2003 through Visual Studio 2010. Aside from utilizing existing C++ experience, was challenged to quickly learn C# to take over a project. Then had to quickly learn Unity and Unity's scripting system. Followed by quickly learning iPhone and Android development. Took on all challenges as an opportunity to expand my knowledge and skills. Impressed superiors to the extent that I quickly became Tech Lead; overseeing projects, as well as other developers. Worked on a number of released iPhone and Android apps: Bluff Mobile, FIGHT! Mobile, ASCCP Mobile, and zPaper. Developed a social media video wall application that required working with JSON data, a DirectX renderer, WinHTTP protocols, and Scaleform/ActionScript for driving the visual output of the data. Ported a number of games to various platforms: Q.U.B.E. to PS3 and Mac, The Ball to Android and OUYA, and others that are not yet announced. From November 2011 to April 2013 (1 year 6 months) Marietta, GASenior Programmer @ Tripwire Interactive LLC Worked independently on assigned tasks to bug fix Red Orchestra 1 a released title and to turn Killing Floor the mod into a retail product both using Visual Studio 2003.NET and Unreal Engine 2.5. Later built systems from the ground up for Red Orchestra 2 using Visual Studio 2005/2008 and Unreal Engine 3. My tasks started with fixing many pre-existing Red Orchestra bugs which required quickly understanding the existing systems and performing debugging operations on them to pinpoint and correct the issue. For Killing Floor, I was tasked with improving or creating many facets including gameplay, HUD, Steamworks, and Menus. On Red Orchestra 2, I was tasked with developing an extensible artificial intelligence system which was further extended by other programmers within the team; developing a multithreaded authentication server utilizing TCP/IP and UDP communication as well as SQL database interactions for long term and fast access data storage by multiple servers; and designing and developing an extensible heads up display system, save game system, and special interactions system for taking cover, climbing ladders, entering vehicles, etc. Daily progress reports were either submitted via a bug tracking software or in person to the Lead Programmer. From March 2007 to November 2011 (4 years 9 months) Roswell, GAGame Programmer @ Prototerra General Game Programmer with a specialization in GUI Design/Development. I've also done a number of miscellaneous tasks including converting legacy file formats over to new XML standards. From November 2006 to March 2007 (5 months) Atlanta, GAGame Programmer @ Rapid Reality Worked with the Lead Developer to design, implement, and test new features for an existing engine. For the first 3 months, we were using Python and LUA to develop scripts for the engine to extend features ranging user interface to artificial intelligence. Once the company decided to purchase the full source code for the engine, we started using Visual Studio 2005(C++) to extend the engine’s core code base. Tasks included designing and developing a whole new user interface creation system including its own scripting system. The user interface was a hierarchical classed system where each component was modular (buttons, scroll bars, etc). Another was to design and develop a guild management system complete with member management, guild calendar, and guild land ownership. The guild management system required designing and querying a series of SQL tables using MSSQL. Also had to coordinate efforts with the art team in order to keep the project on schedule and moving forward. From October 2005 to October 2006 (1 year 1 month) Atlanta, GAContracted Programmer @ Torrid Technologies Worked independently on my own schedule developing and testing new features for a pre-existing financial application and developing a new browser sharing application. Features added include new retirement planning graph, printing of useful information, and networking support. The new retirement planning graph was needed to present new features in a visual manner like was being done for the older features. Printing included both visual representations, such as graphs, and data, such as spreadsheets. The all new networking feature successfully attracted financial advisors by allowing them to show clients graphs and statistics remotely. The browser sharing application was developed from the ground up with the intention of allowing the pre-existing web based financial tools to also become useful for financial advisors. Had to contact the company’s CEO once a week with questions and a progress report. From December 2004 to October 2005 (11 months) Independent Contractor @ Self Employed Worked remotely on various projects with Thrust Interactive, Top Hat Studios, Zimmdot, and a company based out of New York.For Thrust, architected and developed a C# Unity 4 mobile racing game for a high profile client, along with an interactive mobile app style interface for their new product launch.For Top Hat Studios, took over the programming of the existing UDK project, The Somme, in a very messy state. Quickly jumped in and started sorting out issues while continuing to develop new features. Got game into a rough, but playable state to allow the team to start their Kickstarter campaign.For Zimmdot, I improved and/or extended projects that I had previously worked on while I was employed by them. Was also contracted to develop a native iOS app from scratch for the LakePoint Sports facility, which required exactly following designs pass to us from the client. Was later contracted to port an iOS game to the Xbox One, as well as help with the WiiU port of the same game. Also contracted to port an Adobe Air game to the PS4 using Scaleform.For the New York company, was contracted to develop the first stages of an Unreal Engine 4 prototype game using a mix of a twin stick free camera movement and a third person over the shoulder camera with smooth transitions between the 2 modes. Added blueprint volume based camera transition support to allow level designers to choose when each camera type should be used. From April 2013 to August 2014 (1 year 5 months) Greater Atlanta Area

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In a nutshell

Dayle Flowers's Personality Type

Introversion (I), Sensing (S), Thinking (T), Perceiving (P)

Average Tenure

1 year(s), 11 month(s)

Dayle Flowers's Willingness to Change Jobs



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